You don’t have to wait until the higher levels to get spells that do big damage and feel fun. Try one of these on for size.
There’s a sort of persistent myth about spellcasters in D&D. It goes something like, “you might suck at level one, but you’ll rip at level 9.” But you don’t actually have to wait until then. You can do plenty of damage (relatively speaking) with low level spells. In fact, some can scale up with you the whole way if you know how to use em right.
Scorching Ray

Scorching Ray is a surprisingly handy little damage dealer of a spell. On the surface it’s not too complicated – cast the spell, make three scprching ray attacks, each one does 2d6. Not bad for a 2nd level spell slot.
But it starts to really pop off when you layer on other additive effects. Having access to a spell like Hex, from say Fey Touched, nets you an extra 3d6 (assuming all your rays hit). Or add on a Conjure Minor Elementals and watch the damage go up into the stratosphere.
Searing Smite

A sleeper hit for Paladins who might not go for this one in favor of Divine Smite’s flashier upfront damage. But Searing Smite can pack a real punch. Sure its upfront damage is on the lower end, but you’re guaranteed at least one instance of its repeating damage before the target saves – and possibly more. It upcasts pretty well and works wonders if your party can penalize someone’s saving throw.
Chromatic Orb

This got a big upgrade in 5.5E. Now, not only does it deal 3d8 damage of an energy type you select, it also “bounces” if you happen to roll doubles on any of the d8s. Then it flies to another target, and you get to keep making attacks. And if you upcast the spell, you get to roll more d8s, which means you have more opportunities for rolling doubles. Then you never stop blowing up.
Guiding Bolt

Guiding Bolt is a super solid spell. It’s a boon to many a low level divine spellcaster – any caster that has “light” spells can get the brilliance of the spell. It does a solid 4d6 damage to whoever you hit and it sets up the target for the next member of the party because the next attack against them gets Advantage.
Spellfire Flare

A newer spell. This comes out of the new Heroes of Faerun book, and is kind of a little bit like a more concentrated Scorching Ray. You get fewer attacks per spell level – one blast that does 2d10 damage per blast, but you get to make an additional one for every level you add, which means very quickly you can be dealing 6d10 damage to targets (plus all the other stuff).
Happy Adventuring!
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Source: Bell of Lost Souls







